* Some better understanding of the protecton in Dream World. Still notworking. [David Haywood]

* Moved gearshift display in polepos to debug-only build. [Mamesick]

* Fixed sync rate in Demon World. [SUZ, Mamesick]

* Fixed Z80 frequency in Toki bootleg. [Mamesick]

* Added workaround for bad shadow sprites in Dyna Gear. [Mamesick]

* Improved SAA5050 emulation for Malzak. [Barry Rodewald]

* Added proper C-chip emulation to Operation Wolf. [Bryan McPhail]

* Major update to Namco System 21 driver [Phil Stroffolino]

- Starblade is working with emulated master/slave DSPs. Graphic updates are a bit choppy; I believe there are 4 slaves and one master on the real PCB, with work distributed across the slaves. Some background objects are still missing in Starblade - the giant "starships" in the background of the first stage, for example (sprites are present showing burning fires which are supposed to be superimposed on them). The "direct drawing" feature is used during the high score presentation; colors are likely wrong, and there are missing graphics there as well (hexagons).

* Added ADSP-21062 core and partially hooked it up for the Model 2Bgames. [Ville Linde]

* Additional progress on the PowerPC DRC (faster), support formore exceptions, better support for the PPC internal serial ports.[Ville Linde]

* Progress on the Konami PowerPC drivers [Ville Linde] - Cleaned up and consolidated common hardware - Hooked up ADSP-21062 and 3dfx chips - Initial reverse-engineering work on the KS001005 custom 3D chipset in GTI Club - Initial NVRAM values plugged in for many games. (They're used as a crude protection, similar to the EEPROM on GV System). - No games are playable or even show much yet, but nearly all of them do pass POST now.